Kill the Superweapon is a 3D low-poly Action-Adventure game with twin-stick shooting. Samantha Kill is on a mission to take down the weapons manufacturer Abaddon Incorporated. On the way, she'll have to fight their five super-weapons: genetically and cybernetically modified monsters who are the prototypes for the weapons of the future.

Each floor is developing a different Superweapon. After a certain amount of time, they will be released, and able to freely roam from room to room. Samantha will have to find powerful explosives scattered through each level to take down the Superweapons.

The game has a diorama-style perspective, freeing up the right analog stick to allow for Twin-Stick shooting in a 3D game-world.

I've been playing Metroid Prime. Back when I was a kid first playing the game, I never made it past Flaahgra, so most of the game is new to me. I'm blown away by the level design in this game. The areas are a joy to navigate, with lots of verticality and paths that twist back on and over themselves. It feels like kind of like the half-way point between Ocarina of Time and Dark Souls.

I also finished a game of Invisible Inc. It's a really elegantly designed tactical game with a sort of X-COM-ish mission structure. I played a game on easy mode, so it will be interesting to see how the game plays on the harder difficulties (fortunately, a game of Invisible Inc takes about 4 hours, so it lends itself to multiple playthroughs).

The two cursors are to give you a better indication of the trajectory of the projectile. One cross-hair is at the center of the screen, and the game will raycast from the camera to the cross-hair to determine what point you're shooting at (basically, how they do it in third-person shooters) the second cross-hair is projected from the point in 3d space directly between the player and the target point. Also, if the shot from the player to the target point is blocked, the red cross-hair appears and the first crosshair will move to the point that actually gets hit by the projectile.

Target platform is currently PC and Mac, but I want to look into getting this game on consoles as well.

Thanks! Yeah, I've been playing around with the levels of feedback effects. Most of the current feedback effects are on things like enemy explosions and the player getting hit. I'll probably add some sort of camera kickback on shooting as well.

The year is 200X and Canada has attacked the United States. They kidnapped the president, launched a nuclear onslaught on major american cities, and sent troops and robots across the border to clean up the scraps. They have also forged an alliance with the mysterious Ninja Empire.

Sgt. Jon Dagger (Along with a mental stowaway in the form of a digitally uploaded semi-deceased soviet scientist) emerges from his Violent Meditation to take the fight back to the Canadians. You must run and gun your way across the ruined wasteland of America up into the Great White North in your quest for Cold Vengeance.

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Gameplay

My goal is to make something somewhere in between a third-person shooter and a Sin and Punishment rail-shooter. Levels will also have secrets and alternate paths to find.

There is also a powerup system influenced by SHMUPs (with a little Gunstar Heroes thrown in). You can hold two powerup types at once, and they each can be leveled up by grabbing more powerups of the same type.